issues when baking normals in substance painter with a blender model
At what resolution you are baking your maps usually if you dont have visible artifacts on the normal map, and everything seems to be even, without any artifacting it may be your resolution if you are texturing at lower resolution like 1k for a small object, try to use 2k up to 4k for a standard game model, maybe if its not a game model but for a commercial or animation try 8k or 16k as its going to be close to the camera. 

Also, if you are using the creasing option of blender DONT! unless you want a really sharp  edge, dont use it or you can create artifacts, i. If you want a crease that is not as sharp in your lowpoly add a subsurface modifier and add loops were you want the crease. You may need to redo the UVS though, maybe. 

And one last thing, if you have the lowpoly and the highpoly models coming from blender make sure their origin points, the 3 axis manipulator is exactly the same. A slight change of positioning in one mesh or the other can cause severe artifacting. if they are not position right, just put the mesh that is out of place were the other mesh is preferibly if you can both meshes at The world's origin point and export it again.

I hope it helps I had those kind of issues everytime, the struggle to bake perfect and beutiful normal maps...sigh. 

Goodluck.